
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;




in 	 vec4 position;
in 	 vec4 color;
in 	 vec4 texCoord1;

varying 	vec4 	o_Color;
varying  	vec2	o_TexCoord;

void main()
{
        o_TexCoord 	= texCoord1.xy;
        o_Color		=  color;

        gl_Position = ProjectionMatrix*ViewMatrix*ModelMatrix*position;
}
